Samba the Lotad(Move your mouse to reveal the content)Samba the Lotad (open)Samba the Lotad (close)

Lotad [Samba] (Male)Nature: Quiet (+SpA, -Spe)

Type:Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.Rain Dish: This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.Own Tempo (DW): (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

Cretacious the Bulbasaur(Move your mouse to reveal the content)Cretacious the Bulbasaur (open)Cretacious the Bulbasaur (close)

Bulbasaur [Triassic] (Male)Nature: Brave (+Atk, -Spe)

Type:Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Abilities:Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. When a Pokemon with Poison Heal inflicts Poison on themselves with an attack, it uses up one of their Recovery Moves. If Toxic'd, the Toxic counter will still go up each round and Toxic will do the relevant damage for that round should their ability be disabled.Effect Spore: (Can be Disabled) This Pokemon has a stockpile of defensive spores which it releases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep.Quick Feet (DW): (Innate) This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the Speed drop.

Abilities:Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.Run Away: (DW) (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

Phi the Beldum(Move your mouse to reveal the content)Phi the Beldum (open)Phi the Beldum (close)

Beldum [Phi]Nature: Sassy (+SpD, -Spe)

Type:Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factoriesPsychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.

Abilities:Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Attacks:
Take Down

Iron Head
Headbutt
Zen Headbutt

Click to expand...

Lord Jesseus (Or is it Lord Jesus?)

fat EndQuote said:

Nightfall the Zorua(Move your mouse to reveal the content)Nightfall the Zorua (open)Nightfall the Zorua (close)

Zorua: Nightfall (M)

Nature: Quirky

Type:

Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:Illusion: (Innate) Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Aloe the Budew(Move your mouse to reveal the content)Aloe the Budew (open)Aloe the Budew (close)

Budew: Aloe (F)

Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank from Attack)

Type:

Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).Leaf Guard (DW): (Locked, Innate) In bright sunlight, the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.Technician (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.Skill Link (DW): (Locked, Innate) This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).

Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison-types cannot be poisoned and Fire-types cannot be burned in this manner.Trace: (Can be activated) When entering into battle, this Pokemon can copy an ability on one of its opponents for 6 EN. The Ability remains on the Pokemon for six (6) actions. Trace can be reused with an action later in battle for 5 EN. Wonder Guard cannot be Traced.Telepathy (DW): (Locked, Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

The Rules:
5v5 LC Singles!
2 Day DQ
1 Recovery, 5 Chills
Training Items
No recs/chills
Arena: Your choice
Well, since no one decided to choose an Arena, I will take the honors. It will be the Ref's Mind :3

ARENA 1:The Mierhoff
The stage is set! It's a very large, wooden performance stage where only the best of the best can battle. Surrounded by an eloquent seating arrangement, it is a fine theater. Because of the fact that it is now holding Pokemon battles, it has been modified to have all necessary objects to use any Pokemon moves, but due to the fact that the stage is wooden, the attack Wood Hammer has its base power raised by three. Also, Critical Hits result in dealing 6 damage, because the force of the hit will knock opponents into the stands.
Summary:
-All moves useable
-Critical Hits and Wood Hammer deal an additional 3 damage, applied before weakness and resistance.

And the battle begins! Chimchar starts by giving Lotad the finger, invoking him into a rage that he can't think clearly through. It's quickly followed up by a pile of disgusting slime aimed towards Lotad courtesy of the cute little Budew- don't ask me why such a cute little Pokemon is chucking up such a nasty substance... Must be peer pressure from Chimchar. Next Nincada responds by slashing Ralts across the chest- hey! Something's not right! It just looks like Ralts' body shimmered! Lotad tries to make it rain, but that finger gesture was so insulting that he just grumbles. Beldum takes revenge by headbutting the vulgar little Budew, and Ralts finally decides to move in a Counter, striking Nincada for insane damage. The next round starts with Chimchar... Farting? (Where else is there fire on his body?) fire at poor old Nincada, and Budew launches another Sludge Bomb at Lotad. Nincada proceeds to bite Ralts... Something still seems amiss... Lotad finally decides to attack instead of waiting time grumbling, and fires a spray of bubbles at the profane Chimchar. Beldum also decides to retaliate agains this rude monkey with a Headbutt, but the damage is so little that Chimchar should have been mocking Beldum. Once again, Ralts counters that nasty bite from Nincada, leaving it clinging to a thread of life, but wait! It isn't a Ralts! It's a Zorua! Dirty Pokemon, Pokemon that play dirty, Endquote's team is full of bullies! It doesn't look bright for the Pokemon on Lord Jesseus' side.
Team Endquote:
HP: 65
Energy: 83
Status: None

Counter: The Pokemon prepares itself for a physical assault with a strong brownish-red aura. Damage from a physical attack that hits the aura is absorbed and released back at 1.5 times its original strength with a charge at the opponent. This move can hit any single Pokemon on the field, regardless of position.

Click to expand...

By my analysis, Counter targets a specified target, hence the last sentence. However, I am not sure about whether or not it counters all actions against it or just the most recent, so I shall ask around.

May 18th, 2012: Ok then, I just posted it in the Ask thread for final confirmation.

May 19th, 2012: I have seen four different variations of Counter from the Ask thread and from here, so I will find the final authority on it and ask them, and if I can't, I'll do my best to analyze it myself.

Due to some... Err... Complications, I was not able to post the update today, however, I have an almost complete post on Word, so it will be up tomorrow. Sorry for the delay.

*Note: I used these rules for counter, as the results were varied for how it worked. It took in damage from all physical attacks during that action, and released it upon the last physical attacker. (Yeah, they're Lord Jesseus, but I found them most logical after considering the others.)

*Note: To save post space, I deleted the last few of my posts and compressed them into one.